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PATHFINDER SOCIETY SCENARIO #524 TIER 37

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Assault on the Wound


By Thurston Hillman

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Assault on the Wound Pathfinder Society Scenario #524


Author Thurston Hillman Publisher Erik Mona
Contributing ArtistsMarjorie Davis and Jakub Witowski Paizo CEO Lisa Stevens
CartographerSean Macdonald Chief Operations Officer Jeffrey Alvarez
Director of Sales Pierce Watters
Creative Director James Jacobs Sales Associate Cosmo Eisele
Editor-in-Chief F. Wesley Schneider Marketing Director Jenny Bendel
Managing Editor James L. Sutter Finance Manager Christopher Self
Development Lead John Compton Staff Accountant Ashley Gillaspie
Chief Technical Officer Vic Wertz
Senior Developer Rob McCreary Software Development Manager Cort Odekirk
Developers Logan Bonner, John Compton, Senior Software Developer Gary Teter
Adam Daigle, Mark Moreland, Patrick Renie, Campaign Coordinator Mike Brock
and Owen K.C. Stephens Project Manager Jessica Price
Associate Editors Judy Bauer and Christopher Carey Licensing Coordinator Michael Kenway
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Editors Joe Homes and Ryan Macklin


Lead Designer Jason Bulmahn Customer Service Team Erik Keith, Sharaya Kemp,
Designers Stephen Radney-MacFarland and Katina Mathieson, and Sara Marie Teter
MarkSeifter Warehouse Team Will Chase, Mika Hawkins, Heather
Payne, Jeff Strand, and Kevin Underwood
Managing Art Director Sarah E. Robinson Website Team Christopher Anthony, Liz Courts,
Senior Art Director Andrew Vallas Crystal Frasier, Lissa Guillet, and Chris Lambertz
Art Director Sonja Morris
Graphic Designers Emily Crowell and Ben Mouch

Pathfinder Society Scenario #524: Assault on the Wound is a Pathfinder Society Scenario designed for 3rd- to 7th-level
characters (Tier 37; Subtiers 34 and 67). This scenario is designed for play in the Pathfinder Society Organized Play
campaign, but can easily be adapted for use with any world.

This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of
the worlds oldest fantasy roleplaying game.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e),
and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations,
characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not
included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game
Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open
Game Content may be reproduced in any form without written permission.

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Pathfinder Society Scenario #524: Assault on the Wound 2014, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder,
Pathfinder Society, and GameMastery are registered trademarks of Paizo Inc.; Pathfinder Adventure Card Game, Pathfinder Adventure Path,
Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder
Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, and Rise of the Runelords are trademarks of Paizo Inc.

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Assault on the Wound


By Thurston Hillman

T he lost dwarven Sky Citadel of Jormurdun rests on


the northwestern edge of the land known as the
Worldwound. Nestled within the torn foothills of
the Wolfcrags, this site has been the goal of a year-long
search by the Pathfinder Society. With the exact location
WHERE ON GOLARION?
Assault on the Wound takes place on the north-western
edge of the Worldwound, in the regions of the Frostmire Fen
and the Sarkorian Steppe. For more information regarding
of Jormurdun known and an army of allies gathered in the Worldwound and the territories within, see Pathfinder
preparation, the Society makes their push towards the Campaign Setting: The Inner Sea World Guide, and Pathfinder
Sky Citadel. Campaign Setting: The Worldwound, available at bookstores
Marshaled together under the banner of the Army of and game stores everywhere, and online at paizo.com.
the Open Road, the Society has allied with two major
factions in their journey to Jormurdun. The Mendevian
crusaders are always eager to battle the demonic hordes Frostmire
Fen
of the Worldwound. They have given the Society their
support following a surprise assault on their capital city
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The
of Nerosyan, which was repelled only with the timely Worldwound
intervention of a grand congregation of Pathfinders.
Alongside the crusaders of Mendev, the dwarves of the Sarkorian
Five Kings Mountains have sent forces to bolster the Steppe
Society because of the promise that the Sky Citadel would
revert to their ownership after the Society has explored
and documented the underground city.
Other allies have sided with the Society, many of them
recruited over the past year by the efforts of field agents.
From the nearby Realm of the Mammoth Lords, the Red
Winter tribe grants the Society access to the Worldwound Vhane for assistance, gaining the allegiance of several
from the west. The Riftwardens have sent a contingent demonic armies in the region. Using these massed armies
of their number to aid in the banishment of demons and as a cover for their expedition to Jormurdun, Tancred and
to repay old debts to the Society. Despite their ongoing Thurl have left command of their forces to Warmaster
conflict with the demon Treerazer, the elves of Kyonin Brae-Hagen, a half-fiend with a grudge against the Society
have spared a cadre of their elite demon hunters to make for slaying his demonic patriarch.
war in the Worldwound. The Society even prepared a Only now realizing the full threat posed by Tancred
contingent of Jistkan stone golems to march once again, and Thurls alliance, the Pathfinder Society plans its
now in service to the growing Army of the Open Road. final march on Jormurdun. Led by Master of Swords and
Joining forces to oppose the Society, the traitorous recently appointed Warmaster Marcos Farabellus, the
Venture-Captain Thurl and the Chelish criminal Tancred Army of the Open Road prepares for war.
Desimire have vowed to reach the Sky Citadel first.
Tancred raised an army of murderers and cultists, while SUMMARY
Thurl crafted a horde of stitched abominations to oppose As the adventure begins, Marcos Farabellus briefs the
the Societys march on Jormurdun. Further adding to this PCs at the Societys temporary base in the Realm of
threat, Thurl has called upon his wicked cousin Staunton the Mammoth Lords. Farabellus informs them of the

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PATHFINDER SOCIETY SCENARIO

Society agents to pursue these villains, Zadrian directs


TAILORED MASS COMBAT the PCs to strike a bunker believed to serve as the enemy
The Mass Combat rules presented in Pathfinder RPG Ultimate
warlords command post.
Campaign are prevalent in this scenario. As a way of adapting
While the PCs move through a hidden passage to the
these rules for the scenario and organized play environment,
warlords bunker, a combat-trained unit of tiefling soldiers
this adventure includes Mass Combat without the associated
assaults them. Forced to fight against unexpected numbers,
kingdom management rules. Noteworthy adjustments from
the PCs break through the tieflings and access the command
the rules presented in Ultimate Campaign include:
bunker, where they encounter the leader of Tancred and
No Consumption: While included in army stat blocks
Thurls combined armya half-fiend general sired by the
for completeness, the consumption cost of armies does not
balor slain during the attack on Nerosyan a year earlier.
factor into this scenario, as it doesnt use the associated
kingdom building rules. Instead, GMs should assume that
the Society has set up appropriate supply lines to reinforce
GETTING STARTED
Read or paraphrase the following to begin the adventure.
armies and ensure that they operate at full effectiveness.
Movement Phase: To facilitate the advance of the Army
A blast of cold windthe biting chill of the Realm of the
of the Open Road, a new battle phase is introduced for
Mammoth Lords rushes into the tent, ruffling scattered papers
movement. During this time, armies move up to their speed
but not Marcos Farabellus. The Pathfinder Societys Master of
in hexes. Once two armies enter the same hex, they become
Swords stares intently at a map of the western Worldwound,
locked in combat, and the Battle Phase begins.
eyeing wooden playing pieces placed at strategic locations.
Quite a party weve started up here. Did you know theyre
calling all this ruckus the Army of the Open Road? Farabellus
preparations to get the Army of the Open Road traveling asks, never raising his eyes from the map laid out before him.
to Jormurdun. He asks the PCs to act as battlefield Well, now it looks like this army is finally ready to move on
commanders, helping him manage the theater of war and Jormurdun, the lost Sky Citadel of the dwarves.
oversee the deployment and movement of specific units In case you hadnt heard, Ive been appointed warmaster of
within the army. this growing army of ours. The Decemvirate has politely asked
By attending a war council administered by Farabellus, me to knock on Jormurduns door and see who answers. The
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the PCs become acquainted with the constituent problem is, the walk there is going to take weeks and we know
formations of the Army of the Open Road. The first thrust therere some unwelcome residents already in the region.
of the Societys campaign moves from the Realm of the Farabellus points to a group of crimson-stained wooden tokens at
Mammoth Lords to eliminate an enemy stronghold at the the north-western edge of the Worldwound that stand opposed
abandoned town of Silvershore. Following the success of to the tokens of the Societys forces. It looks like the Societys
this mission, the second phase of the engagement pushes latest adversaries, that deceitful cur Tancred Desimire and the
into the Wolfcrags to assault the gates of Jormurdun two-faced former Venture-Captain Thurl, have assembled an
directly. To assist, the PCs each directly oversees one of expedition of their ownand positioned it right in our path.
the several formations within the Army of the Open Road. Slamming his fist down in a sudden movement that cracks the
Tancreds horde of cultists and murderers impedes table, Farabellus sends wooden pieces flying about the tents
the Army of the Open Roads march to Silvershore. This interior. Im done with these two meddlers. The demonologist
encounter uses the Mass Combat rules found in Pathfinder and the traitor are to be brought to justice. But first, we must
RPG Ultimate Campaign and reprinted in part in this reach Jormurdun before they do. To that end, I need your
scenarios first appendix. The players have a chance to learn assistance in rallying our armies and getting us to the entrance
the abilities of their armies and get used to the Mass Combat of the Sky Citadel. All our senior agents are out in the field
system. Following their successful march north, the PCs tracking Tancred and Thurl, so Im promoting you to act as field
engage with Thurls heartier demon-kin and stitched commanders for the battles ahead. Our allies are waiting to
creations, which attack from the edge of the Wolfcrags. meet with us. Any questions?
With Thurls initial assault thwarted, Ollysta Zadrian
approaches the victorious PCs. The head of the Silver Given the surprise invitation, the PCs likely have
Crusade brings word that Farabellus has discovered the questions for Farabellus. Answers to common questions
enemy warlord, and the Army of the Open Road moves the PCs may ask are provided below. If the PCs do not ask
against him. As the Pathfinder army gains the upper any questions, Farabellus ushers them to the war council.
hand in the conflict, Tancred and Thurl disappear into If the PCs ask more than three questions, the recently
the northern foothillslikely making a desperate push appointed warmaster grows agitated and tells the PCs
for Jormurdun! To stop the ongoing fighting and allow they had best be on their way to the war council.

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How do I command an army? Well be going over all 30+ Soldiers from the frontlines report that Tancred
the details in the war council, but weve assembled quite a Desimire and former venture-captain Thurl have committed
host and need reliable Society agents overseeing each unit. a force of fanatical cultists and demons to oppose the Army
Your duty will be to work together with a team of units and of the Open Road. Scouts have returned with descriptions
crush any opposition Tancred and Thurl put in our way. of demonic horrors stitched together by Thurl, ready to be
Who are Tancred and Thurl? Tancred Desimire is unleashed as the Society closes on Jormurdun.
a disgraced Chelish noble whose brother Aglorn was
a fiend-binder and Aspis agent. After Society agents THE WAR COUNCIL
killed Tancreds brother, Tancred swore revenge and Farabellus brings the PCs to a much larger tent amidst
revealed himself as a demonologist. Thurl was once the Societys encampment. Within stand rows of benches
a Venture-Captain in Nerosyan, but he seems to have and a massive wooden table adorned with token-strewn
been influenced by the artifacts he collected from the maps like those in Farabelluss tent. Dozens of people
Worldwound. We suspected his betrayal when he was already mill about, moving to sit as Farabellus enters.
conspicuously absent during the siege of Nerosyan, and The Master of Swords pays little heed to the other
we later confirmed this when Society field agents delved attendants as he gestures for the PCs to take a seat at one
into his lodge and discovered the home of a demon- of the front-row benches.
obsessed madman. These traitors have formed an unholy Once the PCs seat themselves, Farabellus addresses
union and seek to reach Jormurdun before the Society in the occupants.
order to steal whatever knowledge they can.
What sort of army has the Society assembled? Over Friends and allies, I thank you all for coming to this most
the past year, weve been gathering resources and setting important of war councils. Our forces stand ready to march out
up supply chains to bring us here. Now weve acquired from the Realm of the Mammoth Lords and into the treacherous
assistance from the crusaders of Mendev and the dwarves terrain of the Worldwound, in search of Jormurdun. Know that this
of the Five Kingdom Mountains. Other smallerbut journey will not be easy, as dangerous enemies rest in our path.
no less importantgroups have joined us, and well be Warmaster Farabellus moves so all in attendance can see the
meeting them at the war council. map in the center of the chamber. Pointing at a group of tokens
inscribed with demonic runes situated due east of the Societys
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Diplomacy (gather information) or encampment, he continues. Our first mission is to move out
Knowledge (local) from this encampment and secure the region south of the
Wolfcrags, where we know Jormurdun to be located. To ensure
The PCs may already have information on the Army of we are not flanked, well need to destroy any enemy formations
the Open Road, either from studies abroad, or talks with within the region around Silvershore, an abandoned town that
soldiers stationed at the encampment. the fiends are using as a base of operations.
15+ The Society has put together a massive host to Knocking over demon-marked tokens with a wave of his
march on the lost dwarven Sky Citadel of Jormurdun. arm, Farabellus haphazardly shoves the various tokens of the
Earning the nickname the Army of the Open Road, this Societys army into the region previously indicated. With this
force is composed of Society agents and allies from across region obtained, well be well positioned to engage whatever
the Inner Sea. Tancred and Thurl have waiting for us in the Wolfcrags. Well use
20+ Standing beside the Society are the crusaders of the region around Silvershore as a forward command post and
Mendev, consisting of mounted cavalry and trained battle move north towards Jormurdun.
priests. The dwarves of the Five Kingdoms Mountains To ensure our success, Im appointing my best agents as
have committed their siege weapons and hearty infantry field commanders for the engagements to come. Theyll be
after long negotiations with the Society. Both of these leading our specialist units in crushing enemy resistance.
forces stand as the most loyal and largest non-Society Theyve not yet had a chance to select what units theyll be
factions in the Army of the Open Road. leading directly, but I leave the decision in their hands. Please
25+ Marcos Farabellus was appointed warmaster of the assist them by answering any questions you have about your
army by unanimous decision. His role is to lead the greater formations and capabilities.
efforts of the army in reaching Jormurdun, but he remains With a nod, Farabellus looks over the assembled room, This
far from the frontline fighting to ensure his safety and is it, everyone. This is the day we find Jormurdun and make
direct the efforts of top agents in tracking Thurl and Tancred and Thurl pay for their many treacheries.
Tancred Desimire. Because of this, Farabellus has been
searching for prestigious agents to act in his stead as the With his speech complete, Farabellus walks over to the
army meets the demonic forces of the Worldwound. PCs and instructs them to meet with the various unit

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PATHFINDER SOCIETY SCENARIO

leaders in the room and decide on which formations they


UNIQUE ARMIES want to lead into battle.
During its campaign in the Worldwound, the Society has sent
The GM should provide the players an overview of
agents far and wide to recruit additional aid in capturing
the Mass Combat rules, which are detailed in Appendix
Jormurdun. This scenario gives players the opportunity to
One: Mass Combat Rules. As this is the first time these
use boons earned on select Chronicle sheets to command
rules have appeared in Pathfinder Society Organized
unique armies. Unlike with most boons, as long as a player
Play, GMs should spend time reviewing the armies,
has earned the associated boon with any of her characters,
tactics, and special rules with the players. In addition,
she can command that army.
this scenario includes Player Handout 1, Player Handout
Elven Uprooters (Pathfinder Society Scenario #505:
2, Player Handout 3, and Player Handout 4 that provide
The Elven Entanglement): Loaned to the Society by a
the players with references to aid them during the mass
combination of favors collected by Venture-Captain Varian
combat portions of the adventure.
Jeggare and the heroic efforts of Pathfinder agents, the Elven
Uprooters carry specially crafted demon-slaying weapons
Army Selection
and are capable of confounding and disrupting enemies in
The armies presented in Appendix Two: Armies of the
myriad ways.
Open Road are available for PCs to command. Any PC
Requirement: Accumulating an Army (Elven Uprooters) boon
can select a Five Kings Mountain, Mendevian, or Society
Granted Army Boon: Hit and Run.
army, hereafter referred to as a Core army. Several
Jistkan Stone Golems (Pathfinder Society Scenario
other armiesreferred to as Unique armiesmay
#517: Fate of the Fiend): Recovered from the ruins of
be available to command depending on the PCs past
Rachikan, these stone golems are few in number but
accomplishments (see the Unique Armies sidebar).
incredibly powerful. Although they are immune to magic
Each army has a unit leader attending the council
and resistant to damage, the constructs are difficult to
who explains the abilities of their respective force. GMs
control in the midst of battle.
should feel free to devise their own NPCs for each unit
Requirement: The character must have received both
leader, or use NPCs from previous scenarios for the
prestige in 5-17.
Unique armies, in order to role-play the explanation of
Granted Army Boon: None.
the armys abilities to the PCs. GMs are encouraged to
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Mammoth Riders (Pathfinder Society Scenario #510:


give as much army description as possible through role-
Where Mammoths Dare Not Tread): The Kellids of the Red
playing, with players reviewing the statistics of an army
Winter tribe have allied with the Pathfinder Society, sending
prior to making a selection. Each army also has a block
strong berserkers astride towering mammoths to aid the
of descriptive text the GM might use to describe the army
Army of the Open Road.
to the PCs.
Requirement: Accumulating an Army (Mammoth
At the start of an engagement (the term used to describe
Riders) boon
a Mass Combat encounter) and before the players choose
Granted Army Boon: Bloodied but Unbroken.
their armies, read the engagements introductory text
Riftwardens (Pathfinder Society Scenario #507: Port
aloud. This introduction provides the players a sense of
Godless): Upon rescuing a group of Riftwardens in the city
what their goals are and helps them to make informed
of Azir, the Pathfinder Society earned the organizations
decisions about which armies to command.
promise of aid in the securing of Jormurdun. Several dozen
Army Commanders: Once the PC has selected an army
Riftwardens have volunteered their services in the upcoming
to command, she becomes that armys commander. If
march, pledging their planar sealing abilities and devastating
the PC commands a Core army, she may select one of
magic to the cause of the Society.
the following commander boons for her army: Defensive
Requirement: Accumulating an Army (Riftwardens) boon
Tactics, Flexible Tactics, Loyalty, or Triage.
Granted Army Boon: Hold the Line.
Note on Duplicates: Core armies are always available,
Army of Exploration (Taldor faction PCs only): Lady
allowing PCs to lead duplicate formations. For example,
Gloriana Morilla has mustered a modest but proud army of
two PCs could each run an army of Society Field Agents
aristocrats, retainers, duelists, bravos, and thrill-seekers to
or Mendevian Warpriests. Unique armies can only be
carry Taldors banner.
selected once; PCs are not allowed to have duplicates of
Requirement: Must belong to the Taldor faction
these armies in their force, and a destroyed Unique army is
Granted Army Boon: None
not available in future engagements. If a PC has a boon that
would allow her to command a Unique army, but that army
is already in use, she can instead add that armys respective
granted army boon to any Core army she commands. The

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ASSAULT ON THE WOUND


A: Army of the Open Road
Engagement 1: Silvershore Wolfcrags C: Cultist Army
T: Tiefling Garrison Army

Jormurdun Shadow Spring

Sabertooth Vale

Frostmire
C
C
House of C
A
Reflections
C

T Silvershore
C
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Realm of the
Mammoth Lords
Valahuv
N

exception to this rule is the Army of Exploration. Thanks Army of Exploration during one or both engagements.
to the combined efforts of each Taldor PC, Gloriana In that time, the Army of Exploration must deal the
Morilla was able to assemble one additional battalion of damage that defeats or routs one of the following
the Army of Exploration for each Taldor PC after the first. armies: tiefling garrison army, howler cavalry army,
These reduced armies are size Medium and start with 22 stitched horror army, or rift drake army. Alternatively,
hp, 17 DV, and +7 OM before factoring in the boons, and the Army of Exploration must defeat or rout a total of at
they do not count as Unique armies for the purpose of least two enemy armies, plus one for each Taldor PC, in
adding additional enemy armies. battles that include no allied armies except battalions of
Faction Notes: Taldor faction PCs have the opportunity the Army of Exploration.
to lead faction leader Gloriana Morillas self-styled
Army of Exploration. She hopes that this independent THE MARCH TO JORMURDUN
force will reap glory for Taldor and inspire the nation During Assault on the Wound, the PCs participate in
to rebuild itself after having been in slow decline for two distinct Mass Combat encounters referred to as
centuries. To fulfill the Taldor factions goals, at least engagements. Once the PCs have heard the upcoming
one Taldor faction PC must choose to command the engagements introductory text and selected which

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hp 16; ACR 3
SCALING ENGAGEMENT 1 DV 14; OM +3
Make the following changes to the engagement to
Tactics dirty fighters, standard, withdraw
accommodate smaller groups or those that command
Resources improved armor
Unique armies.
Special bravery +1
Unique Armies: For each Unique army the PCs command,
Speed 2; Morale +2; Consumption 3
increase the number of cultist armies in play by one, to a
maximum of four additional armies. Place each additional
TIEFLING GARRISON ARMY
army adjacent to one of the other cultist armies such that no
CE Large army of tieflings (rogue 3)
more than two cultist armies begin adjacent to each other.
hp 18; ACR 4
Four PCs: Remove two cultist armies from the
DV 16; OM +6 ranged
engagement.
Tactics false retreat, standard, withdraw
Resources ranged weapons
Special darkvision, sneak attack, spellcasting* (+2)
armies to command, the engagement begins, following Speed 2; Morale +2; Consumption 4
the Mass Combat rules presented in Appendix One.
The engagements are designed to ensure that the Enemy Tactics: The tiefling army remains at Silvershore
PCs have a slight advantage over their enemies, but the as it awaits the PCs armies and guards the site on Tancreds
adventure accounts for failure through poor dice rolls or orders. The cultist armies gradually advance, forming
poor tactics. If a PCs army is defeated, that PC cannot larger armies to the north and south. The cultist forces
contribute further in that engagement. It is always then attack the Army of the Open Road, relying on their
assumed that the PC commander manages to escape superior numbers to wear down their enemies. The enemy
or is rescued by allied armies. The PC can rejoin the armies avoid the House of Reflections.
expedition for the following engagement, leading a new Terrain: The tiefling army sent by Tancred has fortified
army selected from those available. Silvershore. As a result, the army increases its DV by 4
The goal of each engagement is for the PCs to destroy all while occupying its starting hex. Siege weapons, such as
enemy armies in the theater. Once all enemy armies are those used by the Five Kings Siege Masters, reduce this
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defeated, the GM can continue to the next engagement, bonus by 1d4 during each melee phase.
or to the next part of the scenario. The hex containing the House of Reflection is
particularly dangerous, and any army that travels through
Engagement 1: Silvershore the hex takes 1d6+1 damage as the local demons and undead
As the players prepare for this engagement, read or skirmish with the trespassers. The site is occupied by
paraphrase the following. powerful incorporeal undead, and exploring or cleansing
the ruins is beyond the scope of this adventure.
The lakeside settlement of Silvershore was once a thriving Victory Conditions: To win the engagement, the PCs
fishing town. Silvershore had the lucrative privilege of supplying must capture Silvershore and prevent enemy armies from
a massive, floating pleasure palace known as the House of recapturing it before the end of the following day. If the
Reflections that floated near the middle of the lake. Many PCs destroy or rout all enemy armies, they automatically
believe that the House of Reflections has become haunted and win the engagement.
extremely dangerous. Scouts report that Silvershore is now Development: Once the Army of the Open Road
fortified and serves as an outpost for demons. secures Silvershore, it performs rudimentary repairs to
By capturing Silvershore, the Society will not only eliminate the fortifications and prepares for the long march north.
an enemy stronghold but also secure a defensible forward camp. The lull gives allied armies an opportunity to recuperate,
It can use this camp for its march on Jormurdun through passes restoring any active armies to full hit points and
in the Wolfcrags to the north. Cultists and murderers loyal to replacing any healing potions that the armies expended.
Tancred Desimire teem throughout the area. Any armies that were routed but survived the battle
recover completely but suffer a permanent 1 penalty on
Enemy Forces: Packs of Shax cultists patrol the area all Morale rolls.
around Silvershore, and a detachment of tiefling soldiers If the PCs fail to secure Silvershore, their remaining forces
guards the fortified town. wipe out the cultists, but the tiefling garrison army remains
in control of the town. Add the tiefling garrison army to the
CULTIST ARMY (6) next engagement, but it does not restore any lost hit points.
CE Large army of humans (fighter 2) The PCs begin the next engagement with weakened supply

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A: Army of the Open Road
Engagement 2: Wolfcrags Wolfcrags C: Cultist Army
D: Dretch Army
H: Howler Cavalry Army
SC: Schir Army
St: Stitched Horror Army

Jormurdun D Shadow Spring


St
SC
C
Sabertooth Vale
D
D
Frostmire
D

House of
Reflections

A
Silvershore

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Realm of the
Mammoth Lords
Valahuv
N

lines as long as the tieflings hold Silvershore, exactly as if points and narrow valleys that are ideal for ambushesif one
the howler cavalry army held Silvershore. knows the territory.
Rewards: If the PCs fail to win the engagement, reduce Hordes of demons halt the progress of the Pathfinder
each PCs gold earned as follows. Society, and scouts report that terrifying abominations stitched
Subtier 34: Reduce each PCs gold earned by 250 gp. together from demonflesh are working in concert with these
Out of Subtier: Reduce each PCs gold earned by 666 gp. demons. So long as any of these enemy forces are active, the
Subtier 67: Reduce each PCs gold earned by 833 gp. expedition is at risk.

Engagement 2: The Wolfcrags Enemy Forces: Armies of lesser demons roam the
As the Army of the Open Road prepares for the next Wolfcrags. In addition, Thurl has unleashed a horde of
engagement, read or paraphrase the following to the players. his failed eidolons, abominations sewn together and
animated from choice pieces of demon carcasses. The
The Wolfcrags are a stretch of jagged foothills that separate the spirits bound within these creatures scream in pain and
Sarkorian Steppe from the Tusk Mountains and the foul marshes torment as they attack, causing the weak-hearted to flee
of Frostmire. The barren peaks are rife with defensible vantage in terror.

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Special darkvision, extraplanar (demon), spellcasting* (+3, poison)


SCALING ENGAGEMENT 2 Speed 1; Morale +5; Consumption 2
Make the following changes to the engagement to
accommodate smaller groups or those that command
HOWLER CAVALRY ARMY
Unique armies.
CE Large army of tieflings and howlers (antipaladin 2)
Unique Armies: For each Unique army the PCs command,
hp 27; ACR 5
increase the number of schir armies in play by one, to a
DV 17; OM +7
maximum of four additional armies. Place each additional
Tactics cavalry experts, standard, withdraw
army adjacent to one of the other demon armies such that no
Resources mounts*
more than two demon armies begin adjacent to each other.
Special bleed, channel negative energy, darkvision, smite good
Four PCs: Remove two dretch armies from the
Speed 3; Morale +2; Consumption 4
engagement.

RIFT DRAKE ARMY


CE Small army of rift drakes
Two other threats appear at the beginning of the hp 45; ACR 7
second day. A force of tiefling antipaladins mounted DV 17; OM +8 ranged
on howlers (Pathfinder RPG Tactics relentless brutality, standard, taunt, withdraw
Bestiary 2 159) approaches from Special bleed, breath weapon (acid), darkvision, flight,
the east and begins the day pounce*, scent, trip
in the designated hex. The Speed 4; Morale +3; Consumption 3
PCs also receive a report
that Tancred Desimires SCHIR ARMY
few surviving human allies CE Medium army of schirs
are engaged in a ritual hp 22; ACR 4
to the northeast, and it DV 14; OM +6
appears as though they Tactics standard, withdraw
might summon something Resources improved weapons
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terrible unless the Pathfinders Special darkvision, extraplanar (demon),


stop them. Place a cultist army powerful charge*
in the designated hex. If the PCs Speed 2; Morale +3; Consumption 3
have not defeated these cultists
by the end of the fourth STITCHED HORROR ARMY
day, an army of rift drakes CE Medium army of stitched eidolons
answers the cultists call, hp 38; ACR 7
consumes the humans that DV 17; OM +7
summoned them, and join the Tactics relentless brutality, standard,
enemys side. withdraw
Special construct, darkvision, fear,
CULTIST ARMY low-light vision,
CE Large army of humans (fighter 2) Speed 2; Morale +5; Consumption 3
hp 16; ACR 3
DV 14; OM +3 Enemy Tactics: The dretch
Tactics dirty fighters, standard, withdraw armies move towards the closest
Resources improved armor PC army, abandoning any sort
Special bravery +1 of tactical movement in favor
Speed 2; Morale +2; Consumption 2 of engaging their enemies.
The schir armies time their
DRETCH ARMY (4) movement to engage the PCs
CE Large army of dretches when the dretches or stitched
hp 22; ACR 4 horrors have already locked
DV 17; OM +7 ranged Schir an enemy army in combat.
Tactics relentless brutality, standard, Knowing theyre more
withdraw than a match for any one

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of the PCs armies, the stitched horrors prefer to engage


isolated targets.
SILVER CRUSADE FACTION MISSION
If any of the PCs are part of the Silver Crusade faction, their
The howler cavalry army moves to capture Silvershore.
leader ushers them aside. She explains that she typically
At the end of each day in which they hold Silvershore, all
frowns upon performing acts of good simply to earn adulation.
of the PCs armies take a 1 penalty to DV and on OM
However, this is an opportunity for the Silver Crusade to
and Morale rolls, due to the disrupted supply lines. This
demonstrate its valor to the Pathfinder Society and many
penalty increases by 1 for each additional day an enemy
allied groups. Zadrian identifies Brae-Hagen as a major threat
army occupies Silvershore (maximum 3).
and encourages the faction PCs to defeat him in as public a
The cultist army remains stationary as it summons
way as possible. In doing so they can not
the rift drakes. The rift drakes attack
only inspire their allies but also break the
nearby PC armies without rhyme or
morale of the fiendish armies.
reason. They use their flight ability to
delay the Melee Phase and get a second
Ranged Phase before finally landing to
finish the battle in melee. Rewards: If the PCs fail to defeat the
Terrain: Any army in a hex containing enemy armies, reduce each PCs gold
hills increases its DV by 1 for having earned as follows.
advantageous terrain; this bonus increases Subtier 34: Reduce each PCs gold earned
to 2 for dretch, schir, and rift drake by 433 gp.
armies due to their familiarity with the Out of Subtier: Reduce each PCs gold
terrain. Note that this increase d o e s earned by 820 gp.
not count as fortifications Subtier 67: Reduce each
but instead represents the PCs gold earned by 1,208 gp.
dangers of moving an
army through the hills to FINAL THRUST
attack an established foe. Following their defeat of their
During this engagement, the enemies in the Wolfcrags, the
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demons prefer to strike their targets at Ollysta Zadrian PCs have a brief reprieve as the greater
night, but clever commanders can force forces of the Army of the Open Road
the engagement during daylight hours. regroup and forge ahead. As the armies
At the beginning of any battle during this of the Society make camp and begin the
engagement, roll percentile dice to determine when during long task of scouring the hills for the path to Jormurdun,
the day the battle takes place. All PCs present may attempt a Ollysta Zadrian, paladin of Sarenrae and leader of the
Profession (soldier) check to shift the timing in their favor. Silver Crusade faction, approaches the PCs and brings
Subtract the highest result from the percentile dice them news from the front.
00-40%: The battle occurs at daytime (no adjustments)
41-60%: The battle occurs at dawn or dusk (armies without Still painted in dried blood and dirt from the battlefield, Ollysta
darkvision or low-light vision reduce their OM by 1). Zadrian produces a map of the immediate region with lines
61-100%: The battle occurs at night (armies without leading through the hills.
darkvision lower their OM by 2 and their DV by 3) Friends, Marcos Farabellus has begun the final push against
Victory Conditions: To win this engagement, the PCs the armies of Tancred and Thurl. Thanks to your efforts in
must defeat all enemy armies. breaking the demonic armies, Farabellus is intent on crushing
Development: If the PCs fail to defeat their foes, the the remaining forces of the traitor, which are hidden somewhere
assassination attempt against Brae-Hagen becomes the in the Wolfcrags. Complicating matters is the demon armys
Societys last desperate gambit to turn the tide of a losing warlorda half-fiend named Brae-Hagenwho has retreated
war. Adjust Ollysta Zadrians text to indicate the true into a secure bunker where he oversees his remaining forces.
situation, but do not change any of the mechanics; defeating The warmaster sent me to inform you of the location of
the demonic general is still enough to turn the tide. the bunker, an ominous structure built on the side of a cliff.
Treasure: Following the defeat of the last enemy While most of Brae-Hagens forces are engaged by the Army
army, Mendevian crusaders honor their commanders of the Open Road, you will slip in through a series of passages
valor and present the PCs with a knights pennon of honor in the hills that lead to the entrance of the bunker. There could
as a token of esteem. In Subtier 67, replace this with a be some defenders left, but intelligence reports the demonic
knights pennon of battle. warlord runs a fairly lean command center.

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A1

A3

T
A2
A4

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Ollysta offers little time before heading back to join


Farabelluss final push. She spares the PCs a few minutes
SCALING ENCOUNTER A1
Make the following changes to the encounter to
to answer any questions they have.
accommodate parties of four PCs.
Why just us? Youre the only agents Farabellus trusts
Subtier 34: Reduce the Space of the Tiefling Troop to 15
to carry this mission out. Many senior Pathfinders have
ft. Decrease the hp of the troop by 11, and decrease the
been dispatched in the quest to track down Tancred and
number of lines it can create with its crossbow volley ability
Thurl, and the warmaster cant afford to tip off Brae-
to three.
Hagen that were coming by sending a full army.
Subtier 67: Remove the Subtier 34 tiefling troop from
What do we know about Brae-Hagen? He was as akin
the encounter.
to nobility as one gets within the Worldwound, at least
prior to the Societys arrival. His father was Teremthal,
a balor demon slain by Society agents during the siege
of Nerosyan. Brae-Hagen has lost considerable standing bunker. Past the cliff edge, a massive battle continues at
now that his patriarch is not around to scare off rivals. It the base of the canyon, between the Army of the Open
seems hes thrown his lot in with Tancred and Thurl and Road and the remaining demon hosts of Tancred and
is now leading their armies against us. Thurl. Thousands of troops battle 150 feet below.
What intelligence is there on this bunker? Its a grim The trapdoor at the edge of the cliff is unlocked and
edifice, a massive demonic skull of metal and stone that not trapped, granting access to a ladder that descends 15
dangles off the side of a cliff. The mouth of the skull feet to the first floor of the bunker.
opens and closes by some mechanical apparatus, and Creatures: A detachment of tiefling soldiers defends
its from there that Brae-Hagen issues commands and the entrance to the bunker. The troops guard against
speeches to his forces at the base of the cliff. any flying attackers and kill teams like the PCs. They
await attackers, forming a line between the horns of the
DEMONIC COMMAND BUNKER bunker and blocking access to the trap door entrance.
The PCs journey to Brae-Hagens command bunker takes The tieflings dont operate as individual creatures; rather
the better part of a day, as the PCs negotiate the winding they operate as a single foe with the troop subtype. For
paths through the Wolfcrags. The massed combats more information on how troops work, see Appendix
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taking place throughout the region protect the PCs from Three: Troop Subtype located on page 25.
wandering demons or local wildlife; everything in the Where the PCs begin this encounter depends on how
region is already fighting or has retreated to wait out the they approach the cliff top. Allow each PC to attempt a
Societys advance. As the PCs reach the top of the cliff, DC 5 Stealth check. The PCs begin 150 feet away from the
Marcos Farabellus and Ollysta Zadrian lead the Army of the trap door but are able to approach 10 feet closer for each
Open Road in the final push against the demonic armies, point by which the lowest Stealth check exceeds the DC
hoping to draw their enemies attention and buy the PCs (minimum starting distance of 40 feet).
an opportunity to approach the bunker unchallenged.
Located at the apex of one of the various canyons found Subtier 34 (CR 5)
within the Wolfcrags, Brae-Hagens bunker looms over
a growing battle 150 feet below. The forehead, eyes, and TIEFLING TROOP CR 5
mouth are each one level of the bunker, each 15 feet in CE Medium outsider (native, troop)
height. A series of large horns curl back from the top of Init +3; Senses darkvision 60 ft.; Perception +11
the skull-bunker, breaking into the ground on the cliff DEFENSE
top like studs, keeping the bunker in place. AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
hp 51 (6d10+18)
A1. Cliff Top (CR 5 or CR 8) Fort +5, Ref +8, Will +7
Defensive Abilities troop traits; Resist cold 5, electricity 5,
A winding path in the hills leads up to the top of a great canyon. fire 5
Ahead, two steely arches sweep back from the edge of the OFFENSE
cliff. The sound of battle is audible over the edge of the cliff, Speed 30 ft.
where, just before the precipitous drop, a single metallic trap Melee troop +10 (2d6+4)
door is embedded in the rock. Space 20 ft.; Reach 5 ft.
Special Attacks burning wave (DC 16), crossbow volley (DC 16)
The top of the cliff is open terrain, with the exception of Spell-Like Abilities (CL 6th; concentration +7)
the great metallic horns that curl back from the demonic At willdarkness (DC 13)

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TACTICS Special Attacks burning wave (DC 18), crossbow volley (DC 18)
During Combat The troop attempts to keep the PCs away from Spell-Like Abilities (CL 9th; concentration +11)
the bunker entrance. They hold their position while keeping At willdarkness (DC 14)
melee PCs in range of their troop attack and using their TACTICS
crossbow volley ability. They prefer to damage multiple foes During Combat The troop attempts to keep the PCs away from
rather than focus their volleys on a single threatunless the bunker entrance. They hold their position while keeping
that target deals at least 30 damage to the troop in one melee PCs in range of their troop attack and using their
round. The tieflings use their burning wave ability to further crossbow volley ability. They prefer to damage multiple foes
hamper enemies movement. rather than focus their volleys on a single threatunless
Morale The troop fights until reduced to 0 hp, at which point that target deals at least 45 damage to the troop in one
the survivors disperse and flee. round. The tieflings use their burning wave ability to further
STATISTICS hamper enemies movement.
Str 18, Dex 17, Con 16, Int 13, Wis 14, Cha 13 Morale The troop fights until reduced to 0 hp, at which point
Base Atk +6; CMB +10; CMD 24 the survivors disperse and flee.
Feats Ability Focus (burning wave), Combat Reflexes, Dodge STATISTICS
Skills Acrobatics +10, Bluff +3, Climb +11, Intimidate +5, Str 20, Dex 19, Con 18, Int 15, Wis 16, Cha 15
Knowledge (religion) +5, Perception +11, Profession Base Atk +9; CMB +14; CMD 29
(soldier) +11, Stealth +12, Survival +9; Racial Modifiers Feats Ability Focus (burning wave), Combat Reflexes, Dodge,
+2 Bluff, +2 Stealth Great Fortitude, Iron Will
Languages Abyssal, Common, Infernal Skills Acrobatics +16, Bluff +4, Climb +17, Intimidate +11,
SPECIAL ABILITIES Knowledge (religion) +11, Perception +15, Profession
Burning Wave (Sp) Tiefling troops have spellcasters able (soldier) +15, Stealth +18, Survival +15; Racial Modifiers
to command fire. As a move action, a tiefling troop can +2 Bluff, +2 Stealth
create a wall of flames 10 feet high in six adjacent squares. Languages Abyssal, Common, Infernal, Hallit
These flames last until the start of the troops next turn. All SPECIAL ABILITIES
creatures in this area and those who enter the wall take Burning Wave (Sp) Tiefling troops have spellcasters able
3d4+6 points of fire damage (Reflex DC 16 for half). The to command fire. As a move action, a tiefling troop can
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save DC is Charisma-based and includes the bonus from the create a wall of flames 10 feet high in six adjacent squares.
troops Ability Focus feat. These flames last until the start of the troops next turn. All
Crossbow Volley (Ex) Tiefling troops can fire a volley of creatures in this area and those who enter the wall take
crossbow bolts as a standard action. This attack takes the 5d4+8 points of fire damage (Reflex DC 18 for half). The save
form of up to four lines with a range of 80 feet. These lines DC is Charisma-based.
can start from the corner of any square in the troops space. Crossbow Volley (Ex) Tiefling troops fire a volley of crossbow
All creatures in one of these lines areas of effect take 2d8+4 bolts as a standard action. This attack takes the form of up to
points of piercing damage (Reflex DC 16 for half). For each four lines with a range of 80 feet. These lines start from the
additional line of bolts that strikes a target, the damage corner of any square in the troops space. All creatures in one
increases by 1d8+2, and the save DC increases by 1. The save of these lines areas of effect take 4d8+8 points of piercing
DC is Dexterity-based. damage (Reflex DC 18 for half). For each additional line of bolts
that strikes a target, the damage increases by 1d8+2, and the
Subtier 67 (CR 8) save DC increases by 1. The save DC is Dexterity-based.

ELITE TIEFLING TROOP CR 7 TIEFLING TROOP CR 5


CE Medium outsider (native, troop) hp 51
Init +4; Senses darkvision 60 ft.; Perception +15 Use the statistics from Subtier 34.
DEFENSE
AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural) Treasure: Most of the tieflings equipment is mundane, and
hp 85 (9d10+36) there is little salvageable among the damaged breastplates,
Fort +9, Ref +10, Will +11 longswords, and light crossbows. A PC who succeeds at a DC
Defensive Abilities troop traits; Resist cold 5, electricity 5, fire 5 20 Perception check can find a pearl of power (2nd) among the
OFFENSE personal effects of a dead tiefling spellcaster.
Speed 30 ft. Rewards: If the PCs fail to find the pearl of power on the
Melee troop +14 (3d6+5) deceased tiefling, reduce each PCs gold earned as follows.
Space 20 ft.; Reach 5 ft. All Subtiers: Reduce each PCs gold earned by 333 gp.

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A2. Troop Residence (CR 4 or CR 7)


FALLING INTO WAR
Brae-Hagen uses tactics that potentially lead to one or more
A 15-ft.-tall metal ladder occupies the center of this wide
of the PCs falling from the mouth of the bunker. A fall from
chamber, reaching to the cliff top above by means of a trapdoor. A
such a height descends 100 feet straight into the ongoing
second trapdoor is situated ten feet north of the ladders landing.
combat below. Luckily for the PCs, hundreds of Pathfinders
Around the edges of this chamber are cots and makeshift beds,
battle in the canyon floor. As a result, there is a 50% chance
with uninteresting personal effects littered around.
that any time a PC falls from the bunker, a fellow Pathfinder
is able to slow his descent by casting feather fall. The Climb
This floor of the bunker lines up with the demon-skulls
DC to scale the cliff is 20.
forehead, and acts as a place of rest for the tiefling troop.
When not on active alert, some of the tieflings rest in this
chamber, working on a rotation.
Traps: While coordinating within the bunker, Tancred MEMORY OF TEREMTHAL
Desimire and a host of cultists magically enchanted Type curse; Save Will DC 19 (automatically acquired if trap save
the trapdoor leading to the second floor. An invisible is failed);
runevisible only via use of detect magic, see invisibility, Onset Immediate
or similar effectsrests on the door. A wave of negative Effect The next time the target receives healing from positive
energy assails non-demons attempting to open the energy, she instead suffers an equal amount of negative energy
trapdoor without disabling the trap. damage. Once this effect occurs, the curse ends immediately.
Those who fail a Will save against the ability damage
also succumb to a curse known as the Memory of Development: Triggering the trap alerts Brae-Hagen
Teremthal, named after Brae-Hagens late demonic to the PCs presence, and he begins preparing for combat.
father. The curse leaves a faint rune on the forehead of
those it affects, detectable with a successful DC 25 Heal or A3. Planning Chamber
Perception check or with detect magic.
Emerging from the northern end of the room, a 15-ft.-tall
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the southwest and southeast corners of the chamber, whose


TRAPDOOR GLYPH CR 4 walls and table are covered with maps. Two green-tinted glass
Type magic; Perception DC 28; Disable Device DC 28 windows, each roughly ten feet in diameter, look out to the
EFFECTS canyon floor below.
Trigger location; Reset none
Effect wave of negative energy (1d3 Charisma damage and The windows are the eyes of the bunkers outer facade.
Memory of Teremthal curse, DC 14 Will save negates both Though they appear as plain tinted glass, they are
effects); multiple targets (all targets in a 20-ft. radius burst) actually reinforced (hardness 5, 10 hp). Once destroyed, a
window turns all adjacent squares into difficult terrain,
MEMORY OF TEREMTHAL as glass shards fill the floor.
Type curse; Save Will DC 14 (automatically acquired if trap save Earlier, this chamber housed Brae-Hagen, Tancred,
is failed); and Thurl as they plotted their expeditions in the
Onset Immediate Wolfcrags, but it is now a military command center for
Effect The next time the target receives healing from positive the half-fiend warlord to plot against the Society. Since
energy, she instead suffers an equal amount of negative energy most of Brae-Hagens commanders are dead or engaged
damage. Once this effect occurs, the curse ends immediately. in combat, the room has seen little use over the past week.

Subtier 67 (CR 7) A4. The Mouth of Evil (CR 6 or CR 9)

TRAPDOOR GLYPH CR 7 Twin ladders lead down into this bottom chamber of the bunker.
Type magic; Perception DC 31; Disable Device DC 31 Only 15 feet separates the northern and southern walls, and the
EFFECTS southern wall is home to a 15-ft.-wide set of ominously large
Trigger location; Reset none teeth. A single metal lever rests to the west of these odd teeth.
Effect wave of negative energy (1d4+1 Charisma damage and
Memory of Teremthal curse, DC 19 Will save negates both The levers controls the mechanical apparatus that opens
effects); multiple targets (all targets in a 20-ft. radius burst) and closes the mouth of the bunker. The half-fiend

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Speed 30 ft., fly 60 ft. (good)


SCALING ENCOUNTER A4 Melee +1 shortspear +9 (1d6+5), claw +2 (1d4+2),
Make the following changes to the encounter to
bite +2 (1d6+2) or
accommodate parties of four PCs.
2 claws +7 (1d4+4), bite +7 (1d6+4) or
Subtier 34: This is not Brae-Hagens first fight of the day,
spell combat +1 shortspear +7 (1d6+5) plus spell
and he has already expended his bulls strength, glitterdust,
Special Attacks smite good 1/day (+1 attack and AC, +5
and unholy blight spells. Also, reduce his arcane pool by 3.
damage), spell combat (-2 attack), spellstrike
Subtier 67: Brae-Hagen has previously engaged
Spell-Like Abilities (CL 5th; concentration +6)
Pathfinder forces and expended his empowered magic
3/daydarkness
arcana as well as his bulls strength, glitterdust, mirror
1/daydesecrate, unholy blight (DC 15)
image, poison, and unholy blight spells. Also, reduce his
Magus Spells Prepared (CL 5th; concentration +9)
arcane pool by 4.
2ndbulls strength, frigid touchUM, glitterdust (DC 16)
1sthydraulic pushAPG, shield, shocking grasp, true strike,
vanishAPG
warlord uses this apparatus to issue commands to his 0 (at will)acid splash, daze (DC 14), ghost sound (DC 14),
soldiers below. After someone pulls the lever, it takes 5 read magic
rounds for the mouth to open or close. The open mouth TACTICS
is a 15-foot-by-15-foot openinga potential entry and exit Before Combat If he is alerted by noise above or by someone
point for creatures with flight. Unless alerted to the PCs triggering the trap in area A2, Brae-Hagen immediately pulls
presence, Brae-Hagen has not opened the mouth. The the lever to open the mouth. As the mouth of the bunker
room is dark unless the mouth is open, in which case the opens, he casts bulls strength and shield on himself. If given
room is an area of normal light. Through a combination additional time, he casts darkness on his spear.
of acoustics and transmutation magic, shouting from During Combat Brae-Hagen initially moves to engage heavy
this area while the bunkers mouth is open magnifies melee opponents, using his arcane pool for pool strike
the speakers voice enough to be audible to anyone in the bonuses and saving his frigid touch and shocking grasp
canyon below. for targets he believes he can easily spellstrike. If he flies
A creature that falls out of the mouth plunges 100 feet outside the mouth of the bunker, he uses glitterdust to blind
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into the swirling melee below taking 10d6 damage (but his enemies before re-entering and engaging, either from
see the Falling Into War sidebar). the mouth or by breaking through the eyes in area A3.
Creatures: Once an influential half-fiend, Brae-Hagen Morale When reduced below 35 hp, Brae-Hagen retreats
lost his position after the defeat of his fathera balor outside the bunker, vowing, I shall break you at the gates
named Teremthalat the hands of the Society. Seeking of Jormurdun! Contrary to this, he flies out and casts
revenge, Brae-Hagen allied with Tancred Desimire and vanish (PCs must succeed at a DC 20 Perception check
Thurl to combat the Society in the Worldwound, using his to hear the verbal components over the throng of battle
rage to fuel a brutal command of their combined armies. below). He prefers to wait for a PC to step to the edge
Triggering the trap in area A2 alerts Brae-Hagen, who of the bunkers mouth, at which point he casts hydraulic
opens the mouth prior to the PCs arrival. push to knock them into the canyon (see the Falling Into
War sidebar). However, if no PC takes his bait, he takes
Subtier 34 (CR 6) an opportunity to heal before rejoining the combat and
fighting to the death.
WARLORD BRAE-HAGEN CR 6 STATISTICS
Male half-fiend human magus 5 (Pathfinder RPG Bestiary 171, Str 19, Dex 14, Con 18, Int 18, Wis 12, Cha 12
Ultimate Magic 9) Base Atk +3; CMB +7; CMD 20
CE Medium outsider (human, native) Feats Dodge, Mobility, Power Attack, Toughness, Weapon
Init +2; Senses darkvision 60 ft.; Perception +6 Focus (shortspear)
DEFENSE Skills Acrobatics +6, Diplomacy +6, Fly +5, Intimidate +9,
AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, Knowledge (nobility) +9, Perception +6, Profession (Soldier) +9,
+1 natural) Spellcraft +12
hp 56 (5d8+30) Languages Abyssal, Common, Dwarven, Giant, Infernal
Fort +9, Ref +4, Will +6 SQ arcane pool (6 points, +2), magus arcana (pool strike +2d6),
DR 5/magic; Immune poison; Resist acid 10, cold 10, spell recall
electricity 10, fire 10; SR 17 Combat Gear potion of cure moderate wounds (2); Other Gear
OFFENSE masterwork chain shirt, +1 shortspear, cloak of resistance +1

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Subtier 67 (CR 9) he uses glitterdust to blind his enemies and stinking cloud
to disrupt them further before returning to the melee, either
WARLORD BRAE-HAGEN CR 9 from the mouth or by breaking through the eyes in area A3.
Male half-fiend human magus 8 (Pathfinder RPG Bestiary 171, Morale When reduced below 50 hp, Brae-Hagen retreats
Ultimate Magic 9) outside the bunker, vowing, I shall break you at the gates
CE Medium outsider (human, native) of Jormurdun! Contrary to this, he flies out and casts vanish
Init +2; Senses darkvision 60 ft.; Perception +9 (PCs must succeed at a DC 20 Perception check to hear the
DEFENSE verbal components over the throng of battle below). He
AC 21, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 dodge, prefers to wait for a PC to step to the edge of the bunkers
+1 natural) mouth, at which point he casts hydraulic push to knock them
hp 87 (8d8+48) into the canyon (see the Falling Into War sidebar). However,
Fort +11, Ref +5, Will +8 if no PC takes his bait, he takes an opportunity to heal
DR 5/magicImmune poison; Resist acid 10, cold 10, electricity 10, before rejoining the combat and fighting to the death.
fire 10; SR 20 STATISTICS
OFFENSE Str 20, Dex 14, Con 18, Int 18, Wis 12, Cha 12
Speed 20 ft., fly 40 ft. (good) Base Atk +6; CMB +11; CMD 24
Melee +1 flaming shortspear +13/+8 (1d6+6 plus 1d6 fire), Feats Dodge, Mobility, Power Attack, Spring Attack, Toughness,
claw +6 (1d4+2), bite +6 (1d6+2) or Weapon Focus (shortspear)
2 claws +11 (1d4+5), bite +11 (1d6+5) or Skills Acrobatics +7 (+3 when jumping), Diplomacy +9, Fly +3,
spell combat +1 flaming shortspear +11/+6 (1d6+6 plus Intimidate +12, Knowledge (nobility) +12, Perception +9,
1d6 fire) plus spell Profession (Soldier) +12, Spellcraft +15
Special Attacks smite good 1/day (+1 attack and AC, Languages Abyssal, Common, Dwarven, Giant, Infernal
+8 damage), improved spell combat (-2 attack, +2 SQ arcane pool (8 points, +2), knowledge pool, magus arcana
concentration), spellstrike (empowered magic, pool strike +3d6), medium armor
Spell-Like Abilities (CL 8th; concentration +9) proficiency, spell recall
3/daydarkness, Combat Gear potion of cure moderate wounds (2); Other
poison (DC 15) Gear +1 breastplate, +1 flaming
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1/daydesecrate, shortspear, cloak of


unholy blight (DC 15) resistance +1
Magus Spells Prepared (CL
8th; concentration +12)
3rdforce punch UM (DC 17),
displacement, stinking cloud (DC 17)
2ndbulls strength, frigid touchUM (2), glitterdust
(DC 16), mirror image
1sthydraulic pushAPG, shield, shocking grasp, true
strike, vanishAPG
0 (at will)acid splash, daze (DC 14), ghost sound (DC
14), mage hand, read magic
TACTICS
Before Combat If he is alerted by noise above or by
someone triggering the trap in area A2, Brae-Hagen
immediately pulls the lever to open the mouth.
As the mouth of the bunker opens, he casts mirror
image, displacement, bulls strength, and shield (in
that order) on himself. If given additional time, he
casts darkness on his spear.
During Combat Brae-Hagen initially moves to engage
heavy melee opponents, using his arcane pool for
pool strike bonuses and to empower his frigid touch.
Putting his back to the northern wall, Brae-Hagen uses Brae-Hagen
a spellstrike force punch to try knock an enemy out of the
bunker mouth. If he flies outside the mouth of the bunker,

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Development: Brae-Hagens balor heritage causes his CONCLUSION


body to burst into flames that consume him entirely over Landing the deathblow on Brae-Hagen completes the
the course of one minute. If he is flying outside the bunker PCs primary mission. Despite the warlords death, a
when he dies, he plummets like a fiery comet to land among great battle still rages below, and the demons fight on
his troops. This unsettles the demon armies, which later unaware of their commanders defeat. If the PCs defeated
rout before the combined might of the Pathfinder Society, Brae-Hagen in a visible mannersuch as while hes
Five Kings Mountains, Mendev, and their allies. flying outside the bunker or by hurling his corpse into
Faction Notes: Silver Crusade faction PCs must ensure the melee belowthe demonic armys morale shatters
that Brae-Hagen dies in a dramatic way to break the morale and they quickly exit the field of battle.
of the armies he commands below. Doing so in a sufficiently Soon after the defeat of Brae-Hagens army, Warmaster
dramatic way requires the PCs to perform two of three flashy Farabellus meets with the PCs, congratulating them
deeds. First, the PCs can slay Brae-Hagen while he is flying, on their victory. He informs them that another group
causing him to immolate and plummet. Alternatively, the of senior Pathfinders have located Tancred and Thurl,
PCs can throw his body from the bunker before it burns to and he expects the team to neutralize the two renegades
ash, but touching the burning body deals 4d6 fire damage swiftly. The warmaster goes on to tell the PCs that the
to anyone handling it. Second, the PCs can deal the killing way to Jormurdun lies open, and the Army of the Open
blow to Brae-Hagen while he is outside the bunker or at the Road is already preparing to move its combined forces
mouth opening ( just visible to those fighting below) with against the lost Sky Citadel in order to reclaim it.
a particularly explosive or flashy attack, such as fireball.
Finally, a PC can use the heightened acoustics of the bunker Primary Success Conditions
to proclaim Brae-Hagens death with a successful DC 22 The PCs successfully complete their main mission if they
Intimidate or Perform (oratory) check (DC 26 in Subtier 67). slay the demonic warlord Brae-Hagen. Doing so earns
Since many of the demonic forces do not speak Common, a each PC 1 Prestige Point.
PC who delivers the proclamation in Abyssal receives a +4
bonus on either check. If the PCs devise a particularly clever Secondary Success Conditions
plan not covered by these conditions, at GM discretion they The PCs complete their secondary success condition if they
fulfill one or both of the necessary conditions to complete defeat the enemy armies in Engagements 1 and 2. If the PCs
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this faction goal. are driven from the battlefield in either engagement, they
Rewards: If the PCs fail to defeat Brae-Hagen, reduce do not fulfill this condition. Successfully fulfilling this
each PCs gold earned as follows. condition earns the PCs 1 additional Prestige Point as well
Subtier 34: Reduce each PCs gold earned by 262 gp. as the Wartime Knowledge boon on their Chronicle sheets.
Out of Subtier: Reduce each PCs gold earned by 599 gp.
Subtier 67: Reduce each PCs gold earned by 937 gp. Faction Notes
Silver Crusade PCs must demonstrate the warlords defeat
to his army in a visually impressive manner, ensuring his
army sees their commanders defeat. Faction PCs who fulfill
at least two of the three conditions detailed in area A4 each
receives the Battlefield Savior boon on her Chronicle sheet.

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Members of the Taldor faction are expected to lead Size: The armys size determines not only how many
the Army of Exploration to greatness during the mass individual units exist in the army, but also the armys ACR.
combat portion of this scenario. In order for the Taldor Type: This lists the nature of the armys individual
faction PCs to meet their goal and show the Inner Sea units, such as orcs (warrior 1) or trolls. These rules
that Taldor is still a powerful force in the world, the assume all units in an army are essentially the same;
Army of Exploration must deal the damage that defeats if an army of 100 orc warriors 1 (meaning 1st-level
or routs one of the following armies: tiefling garrison warriors) actually has a few half-orc warriors or some orc
army, howler cavalry army, stitched horror army, or barbarians, their presence has virtually no effect on the
rift drake army. Alternatively, the Army of Exploration armys statistics.
must defeat or rout a total of at least two enemy armies, hp: An armys hit points equal its ACR the average
plus one for each Taldor faction PC, in battles that hp value of 1 HD of the armys units (3.5 for d6 HD, 4.5
include no allied armies except battalions of the Army for d8 HD, 5.5 for d10 HD, and 6.5 for d12 HD). Note that
of Exploration. If Taldor faction PCs accomplish this only damage from other armies can reduce an armys
goal, each receives the Legacy of Porthmos boon on her hp; a non-army attacking an army is ineffective. As with
Chronicle sheet. standard game effects that affect hit points, abilities
that reduce hp damage or healing by half (or any other
APPENDIX ONE: MASS fraction) have a minimum of 1 rather than 0.
COMBAT RULES Army Challenge Rating (ACR): This is based on the CR
of an individual unit from the army and the armys size,
The following is an abridged version of the Mass Combat and scales like CRs for monsters.
rules found in Pathfinder RPG Ultimate Campaign. These Defense Value (DV): This is a static number the army
rules have been modified to remove some of the Kingdom uses to resist attacks, much like an individual creatures
building elements and to better fit with the Pathfinder AC. The armys DV is equal to ACR + 10 + any bonuses
Society Organized Play campaign. from fortifications or a settlements Defense score.
While included in army stat blocks for completeness, Offense Modifier (OM): This is a modifier added to
the consumption cost of armies does not factor into a d20 roll to determine the armys chance of success,
this scenario, as it doesnt use the associated kingdom much like an individual creatures attack bonus. The
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building rules. Instead, GMs should assume that the armys OM is equal to its ACR. If the army has the ability
Society has set up appropriate supply lines to reinforce to make ranged attacks, thats mentioned here. Melee
armies and ensure that they operate at full effectiveness. attacks and ranged attacks use the same OM unless an
ability says otherwise.
Army Statistics Tactics: These are any army tactics the army has at
The description of each army is presented in a standard format. its disposal.
Name: This is the name of the army. Resources: These are any army resources the army has
Alignment: An armys alignment has no effect on its at its disposal.
statistics, and is just a convenient way to summarize its Special: This section lists any special abilities the
attitude with two letters. It is usually the same alignment army has.
as a typical unit in that army.

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Speed: This number indicates how many 12-mile hexes while they advance to melee range, and then use
the army traverses in a days march. Marching through melee attacks thereafter. The battlefields shape
difficult terrain halves the armys speed. and other conditions can extend this duration. If
Morale: This number represents how confident both armies have ranged attacks, they may choose
the army is. Morale is used to determine changing to stay at range and never approach each other for
battle tactics, whether or not an army routs as a result melee. Armies without ranged capability cant attack
of a devastating attack, and similar effects. Morale is a during this phase, but may still rush forward.
modifier from -4 (worst) to +4 (best). An armys Morale is 4. Melee Phase: The armies finally clash with melee
also affected by the Commander. If an armys Morale is attacks. Each commander selects a strategy using
ever reduced to -5 or lower, the army disbands or deserts the Strategy Track, then each army makes an attack
and you no longer control it. against another army. Repeat the Melee phase until
Consumption: This represents the resources one army is defeated or routs, or some other event
consumed by the army, and is used in conjunction with ends the battle.
the Kingdom Building rules. Due to the nature of the
Army of the Open Road, the PCs do not need to worry Attacking and Taking Damage
about this stat. See Pathfinder RPG Ultimate Campaign for In mass combat, the hundreds of individual attacks that
more information on how consumption may be used in take place in one battle phase overlap each other enough
long-term campaigns. that who actually attacks first is irrelevant.
Commander: This entry lists the armys commander When armies attack, each army attempts an Offense
and the commanders Charisma modifier, ranks check (1d20 + the attacking armys OM) and compares the
in Profession (soldier), and Leadership score. The result to the target armys DV.
commander must be able to communicate with the army If the Offense check is equal to or less than the target
(possibly using message spells and similar magical forms armys DV, the army deals no damage that phase.
of communication) in order to give orders or provide a If the Offense check is greater than the defenders DV,
bonus on the armys rolls. the defending army takes damage equal to the result
of the attackers Offense check minus the defenders
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The rules for mass combat in this adventure are broken and the defenders DV is 7, the defending army takes 4
down into four major phases: the Movement phase, the points of damage. Because these attacks are resolved
Tactics phase, the Ranged phase, and the Melee phase. simultaneously, it is possible that both armies may
Completing all four phases (as applicable) represents a damage or even destroy each other in the same phase.
full day of campaigning, after which the phases repeat If the Offense check is a natural 20, but that check is
the following day. lower than the enemy armys DV, the attacking army still
1. Movement Phase: During this phase, each unit deals 1 point of damage. If the Offense check is a natural
commander (PC and NPC armies) moves his or her 1, that army cant attempt an Offense Check in the next
army up to its speed in hexes. To determine the phase, due to some setback: a misheard order, getting
order in which the armies act, each army rolls 1d10 stuck in mud, and so on.
and adds its Speed and commanders Charisma More Than Two Armies: These rules can also serve
bonus to the roll. Armies act in order, counting in battles where more than two armies clash. In such
down from the highest result to the lowest. When battles, when your army attempts an Offense check,
one army enters the hex of an enemy army, those you choose which enemy army (or armies, if you have
armies are considered locked in combat and multiple armies in the field) it is attacking and apply
cannot move until the next day. If any armies are damage appropriately. On each phase, you may change
in combat, proceed to the Tactics phase; otherwise which army you are targeting.
the day ends.
2. Tactics Phase: The GM determines what battlefield Strategy Track
modifiers apply to the battle. The commanders each On the first Melee phase, the commander selects a strategy
select a tactic their respective armies will use during from one of five options on the strategy track. Strategies
the battle. adjust the armys DV, OM, and damage modifier.
3. Ranged Phase: Any army with the ability to make Once each Melee phase after the first, the commander
ranged attacks may make one attack against an can alter the armys strategy. Adjusting the strategy 1
enemy army. This phase typically lasts for 1 round step up or down is automatically successful and doesnt
(one attack) as the two armies use ranged attacks require a check. If the commander wants to adjust

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strategy more than 1 step, the army attempts a DC 20 commander can be a PC or NPC. A new armys commander
Morale check. Success means the strategy changes to is an unexceptional leader who provides no bonuses to
the desired level. Otherwise, the armys current strategy the army. The relevant information is as follows (assume
doesnt change. a value of 0 unless otherwise specified).
Name: This lists the commanders name (and class and
Strategy DV OM
level if notable)
Defensive +4 4
Charisma Modifier: This lists the commanders
Cautious +2 2
Charisma modifier. It is added to the armys Morale checks.
Standard +0 +0
Profession (soldier): This is the commanders ranks
Aggressive 2 +2
in Profession (soldier). Divide the number of ranks
Reckless 4 +4
by 5 (minimum 0) and add that number to the armys
Rout Morale checks.
A rout is a chaotic and disorderly retreat of a defeated Boons: This lists the boons the commander knows
army from a battlefield, usually from fear or when (see below).
overwhelmed by a superior opponent. If an armys hit
points are reduced to equal or less than its ACR, its Boons
commander must attempt a DC 15 Morale check. If the Boons are special abilities a commander grants to an
check fails, the army scatters and retreats from battle. If army. Most of these boons affect the rolls and statistics
it cannot retreat, it surrenders and is captured. When an for battles, and the commander must be present at the
army routs, enemy armies in the battle can attempt one battle to provide their benefit. A commander grants the
final Offense check at the fleeing army as a parting shot army all the boons she knows (she doesnt have to select
before it escapes. just one).
Bloodied but Unbroken: The commander inspires the
Victory, Rout, or Defeat army to be at its greatest in the most desperate times.
An army is victorious if all of its enemy armies flee the When an armys hit points are at half its full normal hit
battlefield or are defeated. The aftermath of the battle can points or fewer, it gains a +1 bonus on Offense checks.
be different for each army, and depends on whether it was Defensive Tactics: The commander is especially good
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defeated, routed, or victorious. at defensive tactics. Increase the armys DV by 2.


Defeated: If an armys hit points are reduced to 0, it Flexible Tactics: The commander trains the army to
is defeated. A defeated army may have a few survivors, be receptive to multiple orders during a battle. The army
but they are so demoralized and wounded (and probably gains a +5 bonus on Morale checks to change tactics
captured by the enemy) that the army no longer exists as during a battle.
a cohesive unit and cant be used again in mass combat. Hit and Run: The commander drills the army in
Routed: If the army routs, reduce its Morale by 1. If quick attacks followed by a fast retreat. After attacks are
the armys current hp are lower than the armys ACR, resolved in the Ranged phase or the first Melee phase, the
increase its hit points to its ACR. A routed army refuses army may use the withdraw tactic with a +2 bonus on its
to fight until you succeed at a DC 15 Morale check during opposed Morale checks.
the subsequent Movement phase. Note that a routed army Hold the Line: The commander is skilled at convincing
can still be attacked by enemy armies and can attempt the army to maintain morale against dangerous
Offense checks in battlesit just cant initiate a battle. opponents. If the army fails a Morale check to avoid a
Victorious: If your army is the last one left on the rout, it may reroll that check. It must accept the result of
battlefield (not counting other friendly armies), it is the second check, even if it is worse.
victorious. If the armys current hit points are lower than Loyalty: The commander inspires great loyalty in the
the armys ACR, increase its hit points to its ACR. army. The army gains a +2 bonus on all Morale checks.
Triage: Whether using magic, alchemy, herbalism,
Recovery or folk knowledge, the commander drills the army in
At the start of each Movement phase, an army can opt to using emergency methods to treat wounds. Once per
rest (no movement and no battle), healing a number of hit battle, the army may take a -4 penalty on its Offense
points equal to its ACR. check during the Ranged or Melee phase and heal
damage equal to half its ACR. If the army has the
Commanders healing potions resource, it also gains the healing from
An armys commander helps maximize its effectiveness this boon (without the Offense check penalty) when it
and can provide special bonuses to an army. The uses healing potions.

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Army Resources False Retreat: Once per battle, your army can make a false
Resources are physical assets the army can use to improve retreat, luring a target enemy army deeper into your territory.
its abilities. Normally such resources require additional On the phase your army makes a false retreat, it doesnt
funding, but the Army of the Open Road ensures each of its attempt an Offense check. On the phase after it uses this
units is well stocked for the journey; tracking Consumption tactic, increase its OM and DV by 6 against the target army.
is not an issue for this scenario. Resources marked with an Full Defense: Your army focuses on total defense of the
asterisk are already calculated into the armies statistics. battlefield. Increase its DV by 4, and decrease its OM by 4.
Healing Potions: Each unit is equipped with several Relentless Brutality: Your army throws caution to the
healing potions. At any point during a battle (but no wind and attacks with savage and gory vigor. Increase its
more than twice per battle), the commander can order her OM by 4, and decrease its DV by 4.
units to drink their potions. The army doesnt attempt Siegebreaker: Your army targets another armys siege
an Offense check that phase, but heals a number of hit engines in an attempt to destroy them. If your army
points equal to twice its ACR. damages the target army, your army attempts a second
Improved Armor*: The army is armed with masterwork Offense check; if successful, destroy one of the targets
armor, increasing DV by 1. siege engines. This tactic has no effect on enemy armies
Improved Weapons*: The army is armed with without siege engines.
masterwork weapons, increasing OM by 1. Sniper Support: Your army holds some ranged units in
Mounts*: The army is mounted on horses or other war- reserve to attack a target enemy army during the Melee phase.
trained animals. Increase its OM and DV by 2. If your army damages the target army in the Melee phase,
Siege Engines*: Your army includes catapults, rams, it deals 2 additional points of damage from these ranged
trebuchets, ballistae, and other siege engines designed to attacks. The army must have ranged attacks to use this tactic.
break down fortifications. Increase OM by 2 (regardless Spellbreaker: Your army has specialists who can
of the total number of siege engines in the army). Each disrupt enemy spellcasting. Increase its DV by 4 against
Melee phase, reduce the enemys bonus to DV from armies with the spellcasting ability.
fortifications by 1d4 per siege engine in your army. Standard*: Your armys attacks have no additional
modifiers to its OM, DV, or damage.
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Tactics are options an army can use to influence aspects provoking stupid mistakes and overconfidence in battle.
of a battle. The target army must attempt a Morale check (DC = 10
When a battle begins, the commander selects one tactic to + your armys ACR) at the start of each Melee or Ranged
use for that battle (if the army doesnt know any tactics, the phase; failure means it reduces its OM and DV against
army uses the standard tactic). At the start of each Ranged your army by 2 for that phase. If the target army succeeds
or Melee phase, the commander may try to change tactics by at two of these Morale checks, its immune to this tactic
attempting a DC 15 Morale check. Success means the army for the remainder of the battle.
uses the new tactic for that phase (and the modifiers from the Withdraw*: Your army tries to escape from all armies
old tactic cease); failure means the army continues to use its attacking it. The army attempts an opposed Morale check
current tactic. The effects of tactics end when the battle does. against each army attacking it to maintain discipline (any
Cautious Combat: Your army fights cautiously in order army may voluntarily fail this check), but doesnt need to
to maintain morale. Decrease its OM by 2, and add 2 to attempt the usual Morale check to change tactics when
all its Morale checks. switching to withdraw. If all of these checks are successful,
Cavalry Experts: Your armys OM increases by 2 your army may withdraw from the battlefield or treat the
against armies that arent mounted. The army must have phase as a Ranged phase. If only some are successful, you
the mount resource to use this tactic. may withdraw or treat the phase as a Ranged phase, but
Defensive Wall: Your army fights defensively, taking enemy armies in the battle may attack you as if you were
actions to protect fellow units as needed. Decrease its OM in Melee. Whether or not the checks are successful, reduce
by 2, and increase its DV by 2. your armys OM and DV by 2 for the rest of this phase.
Dirty Fighters: Your army uses trickery and unfair tactics
to gain an advantage at the start of a battle. For one Melee Special Abilities
phase this battle, its OM increases by 6. (After that Melee Special Abilities represent individual training (class
phase, the opposing army knows to be ready for such tricks.) abilities) or special properties available to a specific type
Expert Flankers: Your army is skilled at surrounding the of creature. Modifiers for these abilities apply only if
foe at the cost of spreading out too much and being more most of the units in an army have the listed ability. Any
vulnerable. Increase its OM by 2, and decrease its DV by 2. abilities marked with an asterisk increase the stats of

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an army and are already included in the armys profile. doesnt gain those benefits against this army. For an army
Situational increases are not included. with many immunities, also see significant defense.
Armor Training*: This class feature adjusts the base Inspire Courage: The army increases its OM by 1 and
speed of units in medium armor; adjust the armys gains a +2 bonus on Morale checks against fear and routs.
speed accordingly. Alternatively, the army may apply these bonuses to an
Bleed: When this army deals damage in melee, the allied army in the same battle.
target army takes an automatic 1d6 points of damage at Low-light Vision: The army takes no penalties for
the start of the next phase. dim light.
Bravery: Apply the units bravery bonus on Morale Mount*: The armys mounts increase the armys OM
checks against fear and routs. and DV by 1.
Breath Weapon: The army can make ranged attacks. In the Order: When using the challenge ability, increase the
Ranged and Melee phases, it deals +1d4 points of damage. armys DV by 1 against the challenged army.
Challenge: Once per battle, the army may increase its Pounce*: The army increases its OM by 1.
OM by 2 against a target army, but it also reduces its DV Powerful Charge*: The army increases its OM by 1.
by 1 against attacks from any army that is not the target Rage: Once per battle, the commander may order the
army. These effects last for the rest of the battle. army to rage. Increase the armys OM by 2, decrease its
Channel Negative Energy: In the Melee phase, the army DV by 1, and add a +1 bonus on its Morale checks against
deals +1d4 points of damage against a living target army. fear and routing. While this is in effect, the army cant
Channel Positive Energy: In the Melee phase, the army use the tactics cautious combat, defensive wall, expert
deals +1d4 points of damage against an undead target flankers, hold the line, sniper support, or withdraw; nor
army. Instead of dealing extra damage to an enemy army, can it use the defensive or cautious strategies. If using
the army can use this ability to heal itself; if it takes an such a tactic or strategy, you immediately switch to the
OM penalty equal to half its ACR for one Ranged or Melee standard tactic or strategy.
phase, it heals a number of hit points equal to its ACR. Scent: The army reduces its OM and DV penalties from
Combat Style: Once per battle, increase the armys OM darkness, invisibility, and weather by half.
for either ranged attacks or melee attacks by 1 for the rest Significant Defense: The army has a significant
of the battle. defense such as powerful damage reduction or numerous
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Construct: The army is immune to disease, fear, immunities and/or resistances. Increase its DV by the
paralysis, and poison. listed amount against any army that does not have a
Darkvision: The army takes no OM or DV penalties in special ability of the listed type, such as cold iron weapons
dim light or darkness. or acid. This ability is slightly different than the ability of
Evasion: An army that attacks this army halves its OM the same name found in Pathfinder RPG Ultimate Campaign.
bonus from the spellcasting ability and halves the extra Smite Good: In one Melee phase per battle, the army
damage from the breath weapon ability. may increase its OM by 2 against a good army.
Extraplanar: The army is composed of fiends from Sneak Attack: The army increases its OM by 1 when
another plane and may be affected by certain abilities. making an ambush, when using the expert flankers
Favored Enemy: The army increases its OM by 1 tactic, or on the phase after using the false retreat tactic.
against an army of a type of creature chosen from the Spellcasting*: If an armys units can use magic (from spell-
ranger favored enemy list. like abilities or actual spellcasting), increase its OM and DV
Favored Terrain: Reduce an enemys bonuses from by the spell level of the highest-level spell the individual
advantageous terrain and battlefield advantage by half. unit can cast. If any of the armys offensive spells has a range
Fear: If the army damages an enemy army, that army greater than touch, the army can make ranged attacks.
must attempt a Morale check (DC = 10 + your armys ACR). Tactician*: The army automatically learns one tactic
Failure means the enemy army is afraid and cant attempt (usually the cavalry experts tactic); this doesnt count
an Offense check to attack during the next phase. If an toward an armys maximum number of known tactics.
army fails a Morale check during a phase in which it is Trample*: The army increases its OM by 1.
already afraid, it routs. Trap Sense: When using the siegebreaker tactic, the
Flight: If the army doesnt attack in the Melee phase, army adds half its ACR to the Offense check to determine
it cant be attacked with melee attacks except by an army if a siege engine is destroyed.
with flight. The army ignores Defense bonuses from City Trip: Each Melee phase, the target enemy army reduces
Walls, but not other fortifications. its DV by 1 until the end of the phase.
Immunity: If an army is immune to a particular special Weapon Specialization: Once per battle, increase the
ability (such as poison), an enemy army with that ability armys OM for either ranged or melee attacks by 2.

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APPENDIX TWO: ARMIES OF MENDEVIAN CAVALRY


THE OPEN ROAD Mounted on heavy warhorses, these knights rush forward to
meet the horrors of the Worldwound. Masters of cavalry tactics,
Five Kings Mountains Support the Mendevian cavalry strikes fast and hard at the hordes of
the Abyss.
FIVE KINGS SIEGE MASTERS LG Large army of humans (cavalier 4)
Bringing support in the form of their fabled siege weapons, these hp 27; ACR 5
dwarves of the Five Kings Mountains punish enemy armies DV 18; OM +8
with their ballistae. Given enough time, even the strongest Tactics cavalry experts, standard, withdraw
fortification must fall to their attacks. Resources mounts*
LN Large army of dwarves (fighter 4) Special challenge, mount*, order, tactician*
hp 27; ACR 5 Speed 3; Morale +1; Consumption 4
DV 16; OM +8 ranged Special: If any of your characters have earned the Mendevian
Tactics standard, withdraw Commendation boon, increase this armys Morale
Resources improved armor, improved weapons, siege engines modifier by 1 for each such boon your characters possess
(ballistae), ranged weapons (maximum 3).
Special armor training*, bravery +1, darkvision, weapon
specialization Pathfinder Society Support
Speed 1; Morale +3; Consumption 11
SOCIETY FIELD AGENTS
FIVE KINGS PIKE INFANTRY Nearly 200 Pathfinders of varying ranks make up this army.
Legendary warriors of the Five Kings Mountains, these pike- Tasked by the Society with disrupting enemy movements, these
wielding dwarves are an immovable bastion of defense that agents use their esoteric relics and spellcasting to advance
specialize in attracting the attention of enemy units, defelecting further into enemy territory.
the attacks, and then crushing their fatigued assailants. N Large army of humans (bard 4)
LN Large army of dwarves (fighter 4) hp 22; ACR 5
hp 27; ACR 5 DV 17; OM +7 ranged
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DV 16; OM +6 Tactics dirty fighters, expert flankers, standard, withdraw


Tactics defensive wall, standard, taunt, withdraw Resources healing potions (1), ranged weapons
Resources improved armor, improved weapons Special inspire courage, spellcasting* (+2)
Special armor training*, bravery +1, darkvision, weapon Speed 2; Morale +2; Consumption 4
specialization
Speed 1; Morale +3; Consumption 6 SOCIETY ENFORCERS
Personally selected by Marcos Farabellus, these overly aggressive
Mendevian Support Pathfinders work at disrupting enemy siege weapons, using all
manner of weapons and tactics to achieve their goal.
MENDEVIAN WARPRIESTS NG Large army of humans (rogue 4)
Garbed in the livery of Iomedae, these clerics move into the hp 22; ACR 5
fore with the avenging wrath of their goddess, while able to DV 15; OM +6
withstand the brunt of demonic assault. While not engaged, Tactics expert flankers, siegebreaker, standard, withdraw
these soldiers use their divine power to heal the wounded within Resources healing potions (1), improved weapons
their unit. Special evasion, bleed, sneak attack, trap sense
LG Large army of humans (warpriest 4) Speed 2; Morale +2; Consumption 4
hp 22; ACR 5
DV 18; OM +8
Tactics full defense, standard, withdraw
Resources improved armor*, improved weapons* (mwk cold iron)
Special channel positive energy, spellcasting* (+2)
Speed 1; Morale +1; Consumption 6
Special: If any of your characters have earned the Mendevian
Commendation boon, increase this armys Morale
modifier by 1 for each such boon your characters possess
(maximum 3).

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Unique Armies RIFTWARDENS


Trained in obscure magical arts, the Riftwardens monitor
ELVEN UPROOTERS breaches in the fabric of reality. Aided in the past by the
Led by Lanveral, an inquisitor of Calistria, these elves from Kyonin Pathfinder Society, the Riftwardens now come to repay the
are trained at fighting demons in the infested lands of the Tanglebriar. favor, putting their considerable magical ability to the task of
Armed with demon-hunting weapons and able to execute a wide finding Jormurdun.
range of tactics, this unit is efficient, versatile, and brutal. CG Medium army of humans (wizard 5 / riftwarden 2)
CG Small army of elves (ranger 9) hp 21; ACR 6
hp 33; ACR 6 DV 19; OM +9 ranged
DV 16; OM +7 ranged Tactics spellbreaker, standard, withdraw
Resources improved weapons (mwk cold iron), ranged weapons Special channel planar energy, favored enemy (demon),
Tactics expert flankers, false retreat, sniper support, spellcasting* (+3)
standard, withdraw Speed 2; Morale +2; Consumption 3
Special combat style, favored enemy (demon), favored terrain Channel planar energy: In the Melee phase, the army deals
(demon infested lands), low-light vision +1d4 points of damage against an extraplanar army.
Speed 2; Morale +3; Consumption 5
Special Support:
JISTKAN STONE GOLEMS
This silent unit of golems advances implacably towards the ARMY OF EXPLORATION
enemy. Despite being some of the strongest siege weapons in Assembled by Lady Gloriana Morilla, this army exemplifies
the Pathfinders arsenal, these powerful constructs are prone to Taldors proudest martial traditions. Composed of exotic
stalling without proper guidance. duelists, knights, nobility, standard bearers, and retainers, this
N Diminutive army of stone golems army marches against the evils of the Worldwound in the name
hp 38; ACR 7 of Taldor and glory.
DV 17; OM +7 One knight bears a message from Lady Gloriana Morilla that
Tactics full defense, standard, withdraw reads, This is the army that we have raised, and I wish you to
Special ancient design*, construct, immunity (spellcasting), act as its commander. Remember that the world watches you
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significant defense (5, acid or adamantine) and your soldiers, judging from afar whether we are committed
Speed 1; Morale +0; Consumption 3 to our cause. Let others witness your crushing the enemythe
*Ancient designIn the Melee phase, roll 1d6. On a 1, this more ferocious the better. If you lead the way, fighting alone to
army does nothing for that phase. Otherwise, the difficulty inspire others to press on, all the better. Forge a new standard of
increases by 1 for the following round (1 or 2 for the excellence on the battlefield.
second Melee phase, 1, 2, or 3 for the third melee phase LN Large army of humans (mixed arms)
if the previous two did not fail, and so on), but a 6 always hp 33; ACR 6
succeeds. Upon failing, the requirement reverts back to a DV 19; OM +9
roll of 1. A PC with the Writings of Rachikan boon (Fate of Resources mounts*
the Fiend) gains a +1 bonus on this result and can cross the Tactics cavalry experts, cautious combat, taunt, standard, withdraw
boon off his chronicle sheet to automatically pass a test to Special challenge, glory hound, mount*, order, tactician*
avoid inactivity. Speed 2; Morale +3; Consumption 5
Glory hound: When this army joins a battle that includes
MAMMOTH RIDERS any allied armies except other battalions of the Army of
Mounted on the backs of mammoths, these riders of the Red Exploration, it suffers a 2 penalty to DV and on OM and
Winter tribe are adorned in blood-stained face paint. Able to Morale rolls for the rest of the battle.
withstand incredible punishment while crushing through enemy Special: The Army of Exploration becomes stronger if any of
ranks, this unit works itself up into a furious rage as it enters your characters have earned boons from other Taldor-related
combat with the Army of the Open Road. missions during the Year of the Demon. If you have the Driven
CN Tiny army of humans and mammoths (barbarian 10) By Glory boon (The Hellknights Feast), this armys Morale
hp 39; ACR 6 modifier increases by 2, and its OM modifier increases by 1.
DV 18; OM +9 If you have the Allies from Andoran boon (The Stolen Heir),
Resources mounts* increase the armys hit points by 5. If you have the Bound for
Tactics cavalry experts, relentless brutality, standard, withdraw Brevoy boon (Library of the Lion), increase the armys DV by 1.
Special rage, trample* If you have the Horn of Aroden boon (The Horn of Aroden), the
Speed 3; Morale +2; Consumption 4 army gains the inspire courage special ability.

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APPENDIX THREE: TROOPS Troop Traits: A troop is not subject to flanking, but it is subject
to critical hits and sneak attacks if its component creatures are
subject to such attacks. Reducing a troop to 0 hit points or fewer
Troops
causes it to break up, effectively destroying the troop, though
Originally presented in Pathfinder #71: Rasputin Must Die!,
the damage taken until that point does not degrade its ability
the troop subtype rules are reprinted here for reference.
to attack or resist attack. A troop is never staggered or reduced
The troop subtype represents an organized group of
to a dying state by damage. Also, a troop cannot be tripped,
trained soldiers that act as a unit, rather than as individuals.
grappled, or bull rushed, except by area effects that include
A troop is something of an abstraction, in that the component
such effects. A troop can grapple an opponent.
creatures that make up the troop are mostly irrelevant; only
A troop is immune to any spell or effect that targets a
the troop as a whole matters for the purposes of combat.
specific number of creatures (including single-target spells
A troop is similar to a swarm, but is normally composed of
such as disintegrate and multiple target spells such as haste),
Small or Medium creatures. Large groups of Tiny or smaller
though it is affected by spells or effects that target an area or a
creatures should use the normal swarm rules.
nonspecific number of creatures (such as fireball or mass hold
Troop Subtype: A troop is a collection of creatures that acts
monster). A troop takes half again as much damage (+50%)
as a single creature, similar to a swarm, but typically as part of
from spells or effects that affect an area. If a troop is rendered
a military unit. A troop has the characteristics of its type, except
unconscious by means of nonlethal damage, it disperses and
as noted here. A troop has a single pool of Hit Dice and hit
does not reform until its hit points exceed its nonlethal damage.
points, a single initiative modifier, a single speed, and a single
Troop Attack: Creatures with the troop subtype dont
Armor Class. A troop makes saving throws as a single creature.
make standard melee attacks. Instead, they deal automatic
A single troop occupies a 20-foot-by-20-foot square, equal in
damage to any creature within reach or whose space they
size to a Gargantuan creature, though the actual size category
occupy at the end of their move, with no attack roll needed.
of the troop is the same as that of the component creatures.
A troops stat block has troop in its Melee entry with an
The area occupied by a troop is completely shapeable, though
attack bonus given only for attacks of opportunity.
the troop must remain in contiguous squares to reflect the
Unless stated otherwise, a troops attacks are nonmagical.
teamwork of trained military units. A troop has a reach equal
Damage reduction sufficient to reduce a troop attacks damage
to that of the component creatures based on size or armament.
to 0 or other special abilities can give a creature immunity (or
A troop can move through squares occupied by enemies and
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at least resistance) to the troops attacks. Some troops also


vice versa without impediment, although the troop provokes
have other special attacks in addition to normal damage. Troops
an attack of opportunity if it does so. A troop can move through
threaten all creatures within their reach or within their area, and
any area large enough for its component creatures.
attempt attacks of opportunity as normal with their troop attack.
The exact number of a troops component creatures varies,
Because of the chaos of combat, spellcasting or
but in general, a troop of Small or Medium creatures consists
concentrating on spells within the area of a troop or within
of approximately 12 to 30 creatures. Larger creatures can form
its reach requires a caster level check (DC 20 + spell level).
troops, but the area occupied by such a troop should increase
Using skills that involve patience and concentration requires
proportionally according to the size of the component creatures.
a successful DC 20 Will save.

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PLAYER HANDOUT 1: TURN IN BRIEF

Each day of the expedition consists of four phases. Start by rolling 1d10, and add your armys
Speed and your Charisma modifier to the result. This result is used like initiative to determine
turn order.
Movement Phase: Move your army a number of hexes up to its Speed score. If you landed in
an enemy armys hex, combat begins at the end of this phase. Otherwise, youre done for the day.
Tactics Phase: Choose one of the tactics available to your army. This modifies your armys
stats and performance.
Ranged Phase: Armies with ranged attacks can make a single attack before the opposing
armies meet in melee.
Melee Phase: The armies meet in melee. Choose one of the five strategies to modify your
armys stats, then make an attack against one enemy army. Each turn you can change your
strategy by one step (such as standard to aggressive) for free or by more than one step with a DC
20 Morale check. You can also change your tactics with a DC 15 Morale check. The melee phase
repeats until one side is defeated or has withdrawn.
Special: You can opt for your army to rest instead of moving for one day. If you do, the army
recovers a number of hp equal to its ACR.

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PLAYER HANDOUT 2: TACTICS

There are five possible strategies that an army can use when it begins the melee phase. Strategies
adjust the armys DV, OM, and how much damage it deals.
Strategy DV OM
Defensive +4 4
Cautious +2 2
Standard +0 +0
Aggressive 2 +2
Reckless 4 +4

During the Tactics Phase, choose one tactic for your army to use. The army must already
know the tactic. This is a summary of the tactics available to armies in this scenario. Complete
descriptions are on pages 237238 of Pathfinder RPG Ultimate Campaign.
Cautious Combat: Decrease the armys OM by 2, and add 2 to all its Morale checks.
Cavalry Experts: Your armys OM increases by 2 against armies that arent mounted.
Defensive Wall: Decrease the armys OM by 2, and increase its DV by 2.
Dirty Fighters: For one Melee phase this battle, the armys OM increases by 6. (After that
Melee phase, the opposing army knows to be ready for such tricks.)
Expert Flankers: Increase the armys OM by 2, and decrease its DV by 2.
False Retreat: Once per battle, your army can make a false retreat. This turn it doesnt attempt
an Offense check, but the next turn, increase its OM and DV by 6 against the target army.
Full Defense: Increase the armys DV by 4, and decrease its OM by 4.
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Siegebreaker: If your army damages the target army, your army attempts a second Offense
check; if successful, destroy one of the targets siege engines. This tactic has no effect on enemy
armies without siege engines.
Sniper Support: If your army damages the target army in the Melee phase, it deals 2 additional
points of damage from extra ranged attacks. The army must have ranged attacks to use this tactic.
Spellbreaker: Increase the armys DV by 4 against armies with the spellcasting ability.
Standard*: Your armys attacks have no additional modifiers to its OM, DV, or damage.
Taunt: One enemy army must attempt a Morale check (DC = 10 + your armys ACR) at
the start of each Melee or Ranged phase; failure means it reduces its OM and DV against your
army by 2 for that phase. If the target army succeeds at two of these Morale checks, its immune
to this tactic for the remainder of the battle.
Withdraw*: Your army tries to escape from all armies attacking it. The army attempts an
opposed Morale check against each army attacking it to maintain discipline (any army may
voluntarily fail this check), but doesnt need to attempt the usual Morale check to change tactics
when switching to withdraw. If all of these checks are successful, your army may withdraw
from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may
withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you
as if you were in Melee. Whether or not the checks are successful, reduce your armys OM and
DV by 2 for the rest of this phase.

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PLAYER HANDOUT 3: ABILITIES


Special Abilities represent individual training (class abilities) or special properties available to a
specific type of creature. Modifiers for these abilities apply only if most of the units in an army
have the listed ability. Any abilities that increase the stats of an army are already included in the
army profile. Situational increases are not included.
Armor Training: This class feature adjusts the base speed of units in medium armor; adjust
the armys speed accordingly.
Bleed: When this army deals damage in melee, the target army takes an automatic 1d6 points
of damage at the start of the next phase.
Bravery: Apply the units bravery bonus on Morale checks against fear and routs.
Challenge: Once per battle, the army may increase its OM by 2 against a target army, but it
also reduces its DV by 1 against attacks from any army that is not the target army. These effects
last for the rest of the battle.
Channel Positive Energy: In the Melee phase, the army deals +1d4 points of damage against
an undead target army. Instead of dealing extra damage to an enemy army, the army can use this
ability to heal itself; if it takes an OM penalty equal to half its ACR for one Ranged or Melee
phase, it heals a number of hit points equal to its ACR.
Combat Style: Once per battle, increase the armys OM for either ranged attacks or melee
attacks by 1 for the rest of the battle.
Construct: The army is immune to disease, fear, paralysis, and poison.
Darkvision: The army takes no OM or DV penalties in dim light or darkness.
Evasion: An army that attacks this army halves its OM bonus from the spellcasting ability
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Favored Enemy: The army increases its OM by 1 against an army of a type of creature chosen
from the ranger favored enemy list.
Favored Terrain: Reduce an enemys bonuses from advantageous terrain and battlefield
advantage by half.
Fear: If the army damages an enemy army, that army must attempt a Morale check (DC =
10 + your armys ACR). Failure means the enemy army is afraid and cant attempt an Offense
check to attack during the next phase. If an army fails a Morale check during a phase in which
it is already afraid, it routs.
Immunity: If an army is immune to a particular special ability (such as poison), an enemy
army with that ability doesnt gain those benefits against this army. For an army with many
immunities, also see significant defense.
Inspire Courage: The army increases its OM by 1 and gains a +2 bonus on Morale checks
against fear and routs. Alternatively, the army may apply these bonuses to an allied army in the
same battle.
Low-light Vision: The army takes no penalties for dim light.
Mount: The armys mounts increase the armys OM and DV by 1.
Order: When using the challenge ability, increase the armys DV by 1 against the challenged army.
Powerful Charge: The army increases its OM by 1.
Rage: Once per battle, the commander may order the army to rage. Increase the armys OM by
2, decrease its DV by 1, and add a +1 bonus on its Morale checks against fear and routing. While
this is in effect, the army cant use the tactics cautious combat, defensive wall, expert flankers, hold
the line, sniper support, or withdraw; nor can it use the defensive or cautious strategies. If using

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PLAYER HANDOUT 4: ABILITIES (CONTINUED)


such a tactic or strategy, you immediately switch to the standard tactic or strategy.
Significant Defense: The army has a significant defense such as powerful damage reduction
or numerous immunities and/or resistances. Increase its DV by the listed amount against any
army that does not have a special ability of the listed type, such as cold iron weapons or acid. This
ability is slightly different than the ability of the same name found in Pathfinder RPG Ultimate
Campaign.
Sneak Attack: The army increases its OM by 1 when making an ambush, when using the
expert flankers tactic, or on the phase after using the false retreat tactic.
Spellcasting: If an armys units can use magic (from either spell-like abilities or actual
spellcasting), increase its OM and DV by the spell level of the highest-level spell the individual
unit can cast. If any of the armys offensive spells has a range greater than touch, the army can
make ranged attacks.
Tactician: The army automatically learns one tactic (usually the cavalry experts tactic); this
doesnt count toward an armys maximum number of known tactics.
Trample: The army increases its OM by 1.
Trap Sense: When using the siegebreaker tactic, the army adds half its ACR to the Offense
check to determine if a siege engine is destroyed.
Weapon Specialization: Once per battle, increase the armys OM for either ranged or melee
attacks by 2.

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ASSAULT ON THE WOUND

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is
Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.
Pathfinder Society Scenario #524:
1. Definitions: (a) Contributors means the copyright and/or trademark
owners who have contributed Open Game Content; (b) Derivative Material
Assault on the Wound
means copyrighted material including derivative works and translations
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Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d) Open Game Content means
the game mechanic and includes the methods, procedures, processes and
GM # GM Character #
routines to the extent such content does not embody the Product Identity
and is an enhancement over the prior art and any additional content clearly
identified as Open Game Content by the Contributor, and means any work GM Name GM Prestige Earned
covered by this License, including translations and derivative works under
copyright law, but specifically excludes Product Identity. (e) Product Identity
Andoran Cheliax Grand Lodge Osirion
means product and product line names, logos and identifying marks including Qadira Sczarni Silver Crusade Taldor
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8782553 1240368

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE Character Name
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this License.
14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE Character #
Open Game License v 1.0a 2000, Wizards of the Coast, Inc. Prestige Points
System Reference Document 2000, Wizards of the Coast, Inc; Authors:
Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Character Name
Gygax and Dave Arneson.
Pathfinder Society Scenario #524: Assault on the Wound 2014, Paizo Inc.; Andoran Cheliax Grand Lodge Osirion
Author: Thurston Hillman Qadira Sczarni Silver Crusade Taldor

31
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paizo.com, Alex Corona <alex@alexcorona.com>, Jan 15, 2017

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Inner Sea Gods

UNLO
CK the POWER of the GODS!
Put your faith in dozens of awe-inspiring deities and unlock the power of the gods with Pathfinder Campaign Setting: Inner Sea Gods, a
new 320-page hardcover sourcebook from Paizo.

Details of the chief gods and goddesses of Golarion; hundreds of demigods; and the histories, dogmas, rituals, and secrets of faith,
both religious and profane.

New prestige classes, subdomains, and spells empower characters to be champions of their deities.

Legions of otherwordly enemies and allies, from mighty divine servants to the unstoppable heralds of each deity.

Dozens of new traits, feats, magic items, and much more.

Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Pathfinder Roleplaying
Game and Pathfinder Campaign Setting are trademarks of Paizo Inc. 2014 Paizo Inc.
Available now!
paizo.com
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paizo.com, Alex Corona <alex@alexcorona.com>, Jan 15, 2017

l a ss y ,
t a y C
S thfinde r s !
Pa
8782555 1240370

alass
dvaNced
C GUide
Pathfinder Roleplaying Game: Advanced Class Guide is an invaluable addition to the Pathfinder Roleplaying
Game Core Rulebook, introducing 10 brand new classes, including the arcanist, bloodrager, brawler, hunter,
investigator, shaman, skald, slayer, swashbuckler, and warpriest.
Pathfinder Roleplaying Game: Advanced Class Guide also includes:

Archetypes, feats, and spells for all of the new classes, as well as a wealth of options for every existing
character class in the Pathfinder RPG
Gear to kit out your character and plenty of new magic items to fill up the GMs treasure chest
Plenty of advice on how to construct a new character class, archetype, or prestige class, giving the GM powerful
tools to make the rules they need for their game
Paizo, Paizo Inc., the Paizo golem logo,
Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc., and the
Pathfinder Roleplaying Game is a trademark of Paizo Inc. 2014 Paizo Inc.
paizo.com

8782555
paizo.com, Alex Corona <alex@alexcorona.com>, Jan 15, 2017 8782555
Pathfinder Society Scenario #524: Character Chronicle #

Assault on the Wound


SUBTIER Slow Normal

3-4 639 1,278


A.K.A.
Player Name Character Name Pathfinder Society # Faction
SUBTIER Slow Normal

This Chronicle sheet grants access to the following: Out of


594 2,295

MAX GOLD
subtier

SUBTIER Slow Normal

67 1,656 3,311
Battlefield Savior (Silver Crusade): You defeated an enemy warlord, shattered his armies, and saved
countless lives. Such is the power of your threats that they manifest as holy flames. You can use this
SUBTIER Slow Normal
boon to cast either blistering invective (Pathfinder RPG Ultimate Combat 224) or burning gaze (Pathfinder RPG
Advanced Players Guide 208) as a spell-like ability, using your character level as your caster level and the
highest of your Intelligence, Wisdom, or Charisma modifiers to calculate the DC of the saving throw.
You may instead use this boon when casting blistering invective or burning gaze to convert all damage dealt
by the spell to divine damage (as per flame strike). Each time you use this boon, check one of the boxes.
When both boxes are checked, cross this boon off your Chronicle sheet. Starting XP

EXPERIENCE
GMs
[Include 2 check boxes here] Legacy of Porthmos (Taldor): Having successfully led Gloriana Morillas Initials

Army of Exploration against the forces of the Worldwound, you have followed in the footsteps of previous
+
XP Gained (GM ONLY)
army commanders dating back to General Porthmos, who led the first Army of Exploration. You can
use this boon to cast heroism as a spell-like ability with a caster level equal to your character level.
=
Alternatively, you can use this boon when you cast heroism to increase the morale bonus the spell grants
by 1. Each time you use this boon, check one of the boxes. When both boxes are checked, cross this boon Final XP Total
off your Chronicle sheet.
Wartime Knowledge: You have taken the first great steps in mastering the art of warfare. When
commanding armies using the Mass Combat rules, your army gains a +1 bonus to DV, OM, and Morale. Initial Prestige Initial Fame
GMs
Initials

+
All Subtiers Subtier 45 Prestige Gained (GM ONLY)

FAME
knights pennon of honor (2,200 gp; Pathfinder RPG +1 flaming shortspear (8,301 gp)

Ultimate Equipment 307) knights pennon of battle (4,500 gp; Pathfinder RPG
Prestige Spent
pearl of power (2nd; 4,000 gp) Ultimate Equipment 307)

Current Final
Notes Prestige Fame

Starting GP
GMs
Initials

+
GP Gained (GM ONLY)
GMs
Initials

+
GOLD

Day Job (GM ONLY)


Gold Spent

=
Total

For GM Only

EVENT EVENT CODE DATE Game Masters Signature GM Pathfinder Society #

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